Muchkin is a particular experiment that tries to adapt the basis of Rol-playing games to a card game but fails because you merely can't adapt any game to any bracket. I must admit (again) I don't like any kind of rol-playing games or relative and only played it once so my opinion could be biased. I won't deny the huge success the game have had all over the world and neither the various awards has won. But I must say: traditional card game is not the place to a full Rol-Playing Game experience. While I was playing I felt limited almost in every way. Fantasy is the key word here. The game wants you to role either a thief, wizard, elf, knight or any of these traditional class to fight with different kind of monsters on your way to improving your skills, armors and tools. The first player to reach level 10 wins so competition is the meaning of all this (of course like every card game). The problems come when mechanics and dynamics can't support enough these ideas (especially the Fantasy). Because paperboard cards alone aren't enough to really believe we are a wizard and the dynamics don't help either to develops these beliefs. Dynamics related to Competition tries increase constantly player's level be beating monsters or selling his/her stuff to reach 1000 gold (equivalent to 1 level). The possibility for each player to play a curse any moment in the game is another example to promote competitively playing. On the other hand, the possibility of equip or give a item to our character are the only dynamics actually related to fantasy aesthetic. As we are talking about a card game here so the mechanics are pretty obvious. We just have to draw a card and decide which one we are going to put on the table. The first group works for competition dynamics: Monsters Cards, which the player must engage by fighting or fleeing; Curse Card, which applies an effect. While Item Card, Race Card (works with fantasy dynamic), or Faction Card, which the player adds to their hand. Most traditional cards games work because the cards act like tokens under our control instead trying to make us believe we are those cards. In order to actually believe we are somebody else we need feel strongly involve with our new role and that just never happens in Muhkins. Because the game (read mechanics and dynamics) is always worried about our level or equipment instead tighten up bound with our wizard. So that is why I can't believe Muhkins fantasy its brackets can't afford so much weight and in the end just broke down.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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